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Thursday, 30 June 2011 08:45

360 gets implementation of MLAA

Written by David Stellmack


Results better than MSAA technique
Thanks to the work of two hardcore developers, the PlayStation 3 will not be the only platform with MLAA anti-aliasing support. MSAA, or multi-sample anti-aliasing, has been around for both platforms to eliminate jaggies and to create a smoother image.

The PlayStation 3 was the first console to have the MLAA anti-aliasing technique, which created an overall smoother and better looking image by getting rid of even more jaggies. The new MLAA anti-aliasing that is now available for the 360 pushes the image quality even higher.

Developers Jorge Jimenez and Jose Echevarria claim that the performance of their 360 implementation of MLAA is faster than the PlayStation 3 version. Using MLAA it is possible to push out higher levels of image performance than thought possible on the Xbox 360 console.

The two developers claim that the potential exists for additional optimizations to improve performance, which could yield even better performance. The pair has also brought MLAA to the PC by using modern GPUs to implement MLAA.

It will be interesting to see if Xbox 360 developers embrace the MLAA support on the Xbox 360.

You can read more here.

 

David Stellmack

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Comments  

 
+8 #1 FlOw 2011-06-30 08:59
If by MLAA you mean morphological anti-aliasing, the PC has had this for quite a while, AMD lets you force it in the drivers for dx9 games. it works well, but it can really screw up text if your screen res is low.

I remember seeing pics of the PS3 version, it made things a little blurry. probably because the render resolution is so low(1280x720/1024x600). If this version is better, that's cool.
 
 
+10 #2 Exodite 2011-06-30 11:16
It's probably fair to say that native resolution gaming, meaning 1080p instead of 720p, as well as higher framerates, meaning 60fps instead of 30fps, would both be more desirable and do more for image quality.

Granted, resources are what they are but image scaling on LCD screens are to be avoided at any cost.
 
 
+1 #3 Squall_Leonhart 2011-06-30 13:36
Quoting FlOw:
If by MLAA you mean morphological anti-aliasing, the PC has had this for quite a while, AMD lets you force it in the drivers for dx9 games. it works well, but it can really screw up text if your screen res is low.

I remember seeing pics of the PS3 version, it made things a little blurry. probably because the render resolution is so low(1280x720/1024x600). If this version is better, that's cool.


res has nothing to do with it, used as a driver post process is what ruins the text, its meant to be applied prior to the hud and on screen text layer.
 
 
0 #4 Boomstick777 2011-06-30 14:41
The PS3 uses MLAA becausce it doesn't have enough horse power to do proper anti aliasing. This isn't really a good feature becausce it just activates a blur filter across the whole screen, creating effect that looks like it's anti aliasing but it blurs everything including text, if they code it into the game they can can overlay the hud so it doesn't get mlaa'd but true anti aliasing still looks better..

I guess its good that the Xbox 360 can use this instead of true anti aliasing, it might free up some extra fps or allow them to use a higher resolution rather than using horse power on true anti aliasing...
 
 
+6 #5 Cartman 2011-06-30 16:01
Truth is x1950gt and shitty verion of 7800 gtx are way too weak to do real AA , and they have to do something to gain performance.
I can still lol when comparing any PC game to console version , DG when i saw how ugly Fallout NV is on 360 i LOLed...
I wish many people are not lazy rich assholes who know only to put CD in console , life would be so nice.
Imagine all console games on PC ,no console ports and nice graphics for everyone...
Man i really dream too much XD
 
 
-2 #6 evolucion8 2011-06-30 22:35
Remember that the X1950GT and 7800GTX can't be compared directly to the consoles. PC games are programmed by an API which introduces overhead and can't talk directly to hardware. Consoles are programmed by Close To Metal type language which means no overhead, and is able to extract most of its performance without issues. Try to play Crysis 2 on a similar quality settings like the Xbox 360 at 720p on a Radeon X1950GT, it would be a slideshow. That's why both can do AA with little penalty, specially the Xbox 360 which has an Embedded DRAM Module for AA Decompression and Z-Buffering
 
 
0 #7 evolucion8 2011-06-30 22:57
MLAA is true MLAA or nothing at all. MLAA doesnt blur textures, as it extrapolates pixel data from the edge of polygons and high contrast edges. Some blurrying may happen to 2D stuff like HUD, and both consoles can do AA, is just that the PS3 has a punier GPU and may slowdown often compared to the Xbox 360.
 

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